I'm building a simple app that adds a hat on top of the user's face. I've seen examples of 2 different approaches:
Adding the object as a scene to Experience.rcproject
Reading the object from the bundle directly as a .usdz file
Approach #1
struct ARViewContainer: UIViewRepresentable {
func makeUIView(context: Context) -> ARView {
arView = ARView(frame: .zero)
arView.automaticallyConfigureSession = false
return arView
}
func updateUIView(_ uiView: ARView, context: Context) {
let arConfiguration = ARFaceTrackingConfiguration()
uiView.session.run(arConfiguration,
options:[.resetTracking, .removeExistingAnchors])
let arAnchor = try! Experience.loadHat()
uiView.scene.anchors.append(arAnchor)
}
}
Approach #2
struct ARViewContainer: UIViewRepresentable {
func makeUIView(context: Context) -> ARView {
let arView = ARView(frame: .zero)
let modelEntity = try! ModelEntity.load(named: "hat.usdz")
modelEntity.position = SIMD3(0, 0, -8)
modelEntity.orientation = simd_quatf.init(angle: 0, axis: SIMD3(-90, 0, 0))
modelEntity.scale = SIMD3(0.02, 0.02, 0.02)
arView.session.run(ARFaceTrackingConfiguration())
let anchor = AnchorEntity(.face)
anchor.position.y += 0.25
anchor.addChild(modelEntity)
arView.scene.addAnchor(anchor)
return arView
}
func updateUIView(_ uiView: ARView, context: Context) {
let arConfiguration = ARFaceTrackingConfiguration()
uiView.session.run(arConfiguration,
options:[.resetTracking, .removeExistingAnchors])
let fileName = "hat.usdz"
let modelEntity = try! ModelEntity.loadModel(named: fileName)
modelEntity.position = SIMD3(0, 0, -8)
modelEntity.orientation = simd_quatf.init(angle: 0, axis: SIMD3(-90, 0, 0))
modelEntity.scale = SIMD3(0.02, 0.02, 0.02)
let arAnchor = AnchorEntity(.face)
arAnchor.addChild(modelEntity)
uiView.scene.anchors.append(arAnchor)
}
}
What is the main difference between these approaches? Approach #1 works, but the issue is that approach #2 doesn't even work for me - the object simply doesn't load into the scene. Could anyone explain a bit?
Thanks!
The difference between .rcproject and .usdz is quite obvious: the Reality Composer file already has an anchor for the model (and it's at the top of the hierarchy). When you prototype in Reality Composer, you have the ability to visually control the scale of your models. .usdz models very often have a huge scale, which you need to reduce by 100 times.
As a rule, .usdz model doesn't have a floor, while .rcproject has a floor by default and this floor acts as a shadow catcher. Also, note that the .rcproject file is larger than the .usdz file.
let scene = try! Experience.loadHat()
arView.scene.anchors.append(scene)
print(scene)
When loading .usdz into a scene, you have to programmatically create an anchor (either swiftly or pythonically). It also makes sense to use .reality files as they are optimized for faster loading.
let model = try! ModelEntity.load(named: "hat.usdz")
let anchor = AnchorEntity(.face)
anchor.addChild(model)
arView.scene.anchors.append(anchor)
print(model)
Also, put a face tracking config inside makeUIView method:
import SwiftUI
import RealityKit
import ARKit
func makeUIView(context: Context) -> ARView {
let arView = ARView(frame: .zero)
let model = try! ModelEntity.load(named: "hat.usdz")
arView.session.run(ARFaceTrackingConfiguration())
let anchor = AnchorEntity(.face)
anchor.position.y += 0.25
anchor.addChild(model)
arView.scene.addAnchor(anchor)
return arView
}
Also, check if the following render options are disabled.
arView.renderOptions = [.disableFaceMesh, .disablePersonOcclusion]
And check a position of pivot point in hat model.
For approach number 2, try removing the the position for the modelEntity. You provided position as 0, -4.9 and 11.8. Those positions are in meters. So try to remove it and see if appears.
Related
I've followed the answer in this SO question regarding playing the animation of a USDZ file with the following code:
#IBOutlet var arView: ARView!
override func viewDidLoad() {
super.viewDidLoad()
// Do any additional setup after loading the view.
arView = ARView(frame: self.view.frame)
self.view.addSubview(arView)
arView.cameraMode = .nonAR
let newAnchor = AnchorEntity(world: .zero)
let newEnt = try! Entity.load(named: "Vintage Toy Robot")
newAnchor.addChild(newEnt)
arView.scene.addAnchor(newAnchor)
print(newEnt.availableAnimations)
for anim in newEnt.availableAnimations {
newEnt.playAnimation(anim.repeat(duration: .infinity),
transitionDuration: 1.25, startsPaused: false)
}
}
However, the animation does not play, the USDZ file is just static.
Download robot model with animation from AR Quick Look page. Your code is working. Do not use not-animated robot from Reality Composer library.
let entity = try! Entity.load(named: "toy_robot_vintage.usdz")
And delete these two lines of code (you've got 2 ARViews, it's blocking the animation):
arView = ARView(frame: self.view.frame)
self.view.addSubview(arView)
Here is my previous question about in general apply force for a certain point of an AR object which had a perfect answer.
I have managed to apply force to a given point with a little bit of tinkering to have a perfect effect for me. Let me show also some code.
I get the AR object from Experience like:
if let skateAnchor = try? Experience.loadSkateboard(),
let skateEntity = skateAnchor.skateboard {
guard let entity = skateEntity as? HasPhysicsBody else { return }
skateAnchor.generateCollisionShapes(recursive: true)
entity.collision?.filter.mask = [.sceneUnderstanding]
skateboard = entity
}
Afterwards I set up the plane and the LiDAR scanner and add some gestures to it like:
let arViewTap = UITapGestureRecognizer(target: self,
action: #selector(tapped(sender:)))
arView.addGestureRecognizer(arViewTap)
let arViewLongPress = UILongPressGestureRecognizer(target: self,
action: #selector(longPressed(sender:)))
arView.addGestureRecognizer(arViewLongPress)
So far so good, on tap gesture I apply the logic from the previously linked answer and apply force impulse like:
if let sk8 = skateboard as? HasPhysics {
sk8.applyImpulse(direction, at: position, relativeTo: nil)
}
My issue comes with my "catching" logic, where I do want to use the long press, and apply downward force to my skateboard AR object like this:
#objc func longPressed(sender: UILongPressGestureRecognizer) {
if sender.state == .began || sender.state == .changed {
let location = sender.location(in:arView)
if arView.entity(at: location) is HasPhysics {
if let ray = arView.ray(through: location) {
let results = arView.scene.raycast(origin: ray.origin,
direction: ray.direction,
length: 100.0,
query: .nearest,
mask: .all,
relativeTo: nil)
if let _ = results.first,
let position = results.first?.position,
let normal = results.first?.normal {
// test different kind of forces
let direction = SIMD3<Float>(0, -20, 0)
if let sk8 = skateboard as? HasPhysics {
sk8.addForce(direction, at: position, relativeTo: nil)
}
}
}
}
}
}
Right now I know that I am ignoring the raycast results, but this is in pure development state, my issue is that when I apply positive/negative x/z the object responds well, it either slides back and forth or left or right, the positive y is also working by draging the board in the air, the only error prone force direction is the one I am striving to achieve is the downward facing negative y. The object just sits there with no effect at all.
Let also share how my object is defined inside the Reality Composer:
Ollie trick
In real life, if you shift your entire body's weight to the nose of the skateboard's deck (like doing the Ollie Maneuver), the skateboard's center of mass shifts from the middle towards the point where the force is being applied. In RealityKit, if you need to tear the rear (front) wheels of the skateboard off the floor, move the model's center of mass towards the slope.
The repositioning of the center of mass occurs in a local coordinate system.
import SwiftUI
import RealityKit
struct ContentView : View {
var body: some View {
ARViewContainer().ignoresSafeArea()
}
}
struct ARViewContainer: UIViewRepresentable {
func makeUIView(context: Context) -> ARView {
let arView = ARView(frame: .zero)
arView.debugOptions = .showPhysics // shape visualization
let scene = try! Experience.loadScene()
let name = "skateboard_01_base_stylized_lod0"
typealias ModelPack = ModelEntity & HasPhysicsBody & HasCollision
let model = scene.findEntity(named: name) as! ModelPack
model.physicsBody = .init()
model.generateCollisionShapes(recursive: true)
model.physicsBody?.massProperties.centerOfMass.position = [0, 0,-27]
arView.scene.anchors.append(scene)
return arView
}
func updateUIView(_ uiView: ARView, context: Context) { }
}
Physics shape
The second problem that you need to solve is to replace the model's box shape of the physical body (RealityKit and Reality Composer generate this type of shape by default). Its shape cannot be in the form of a monolithic box, it's quite obvious, because the box-shaped form does not allow the force to be applied appropriately. You need a shape similar to the outline of the model.
So, you can use the following code to create a custom shape:
(four spheres for wheels and box for deck)
let shapes: [ShapeResource] = [
.generateBox(size: [ 20, 4, 78])
.offsetBy(translation: [ 0.0, 11, 0.0]),
.generateSphere(radius: 3.1)
.offsetBy(translation: [ 7.5, 3, 21.4]),
.generateSphere(radius: 3.1)
.offsetBy(translation: [ 7.5, 3,-21.4]),
.generateSphere(radius: 3.1)
.offsetBy(translation: [-7.5, 3, 21.4]),
.generateSphere(radius: 3.1)
.offsetBy(translation: [-7.5, 3,-21.4])
]
// model.physicsBody = PhysicsBodyComponent(shapes: shapes, mass: 4.5)
model.collision = CollisionComponent(shapes: shapes)
P.S.
Reality Composer model's settings (I used Xcode 14.0 RC 1).
In RealityKit I have an image anchor. When the image anchor is detected I would like to display an object and play animation it has. I created an animation in Reality Composer. It's a simple "Ease Out" animation which comes built-in Reality Composer.
Currently, my code looks like that:
struct ARViewContainer: UIViewRepresentable {
func makeUIView(context: Context) -> ARView {
let arView = CustomARView(frame: .zero)
// generate image anchor
let anchor = AnchorEntity(.image(group: "AR Resources", name: "imageAnchor"))
// load 3D model from Experience.rcproject file
let box = try! Experience.loadBox()
// add 3D model to anchor
anchor.addChild(box)
// add anchor to scene
arView.scene.addAnchor(anchor)
return arView
}
func updateUIView(_ uiView: ARView, context: Context) {}
}
The solution is easy. Choose Reality Composer's image anchor (supply it with a corresponding .jpg or .png image). Then assign a Custom Behavior for your model. As a trigger use a Scene Start. Then apply any desired Action.
Your code will be frighteningly simple:
struct ARViewContainer: UIViewRepresentable {
func makeUIView(context: Context) -> ARView {
let arView = ARView(frame: .zero)
let scene = try! Experience.loadCylinder()
arView.scene.addAnchor(scene)
return arView
}
func updateUIView(_ uiView: ARView, context: Context) { }
}
Action will be played automatically (immediately after the image anchor appears).
guys
I want to visualize the detected plane in RealityKit use the code below, but the result gives that the detected plane float as the camera move (not totally float, a bit, but obviously ), so, my question is how to solve this problem ?
can any body help ?
struct ARViewContainer: UIViewRepresentable {
func makeUIView(context: Context) -> ARView {
let arView = ARView(frame: .zero)
let config = ARWorldTrackingConfiguration()
config.planeDetection = .horizontal
arView.debugOptions = [.showFeaturePoints, .showWorldOrigin]
arView.session.run(config, options:[ ])
arView.session.delegate = arView
arView.CreatePlane()
return arView
}
func updateUIView(_ uiView: ARView, context: Context) {
}
}
var planeMesh = MeshResource.generatePlane(width: 0, depth: 0)
var planeEntity = ModelEntity(mesh:planeMesh)
extension ARView : ARSessionDelegate{
func CreatePlane(){
let planeAnchor = AnchorEntity(plane:.horizontal)
//planeEntity.transform.translation = SIMD3(0,0,0)
planeAnchor.addChild(planeEntity)
self.scene.addAnchor(planeAnchor)
}
public func session(_ session: ARSession, didUpdate anchors: [ARAnchor]){
guard let planeAnchor = anchors[0] as? ARPlaneAnchor else {
return
}
DispatchQueue.main.async {
let position = planeAnchor.transform.toTranslation()
let orientation = planeAnchor.transform.toQuaternion()
let rotatedCenter = orientation.act(planeAnchor.center)
planeEntity.model?.mesh = MeshResource.generatePlane(
width: planeAnchor.extent.x,
depth: planeAnchor.extent.z
)
planeEntity.transform.translation = position + rotatedCenter
planeEntity.transform.rotation = orientation
planeEntity.model?.materials = [SimpleMaterial(color:UIColor.white.withAlphaComponent(0.5),isMetallic: false)]
}
maybe I have not make myself clear, I used the code above to visualize the detected plane in RealityKit, Yes, it works, I can see the plane, and the plane updated when the ARAnchor update, that is to say, the plane's position ,orientation, size updated when explorer goes on. but there's a problem: the rendered plane does not fixed in the space, that is to say, after I scanned the table ,the rendered plane not always fixed on the table ,it can float left、 right、below the table when I move the Camera left、right、below the table, especially in the Y axis 。
so ,my question is how this happen ? and how to solve it ?
You can try turning off planeDetection when your ARPlane already have an Anchor and is in the position that satisfies you.
ARKit will stop updating anchors so your plane anchor won't be adjusted anymore and it should stay fixed better to the surface.
You can do it by adding button to stop updates or checking if your plane already has an anchor:
planeAnchor.anchor!.isAnchored == true
In either case just change configuration for ARWorldTrackingConfiguration without planeDetection
let config = ARWorldTrackingConfiguration()
config.planeDetection = []
arView.session.run(config, options:[ ])
I'm pretty new to RealityKit and ARKit. I have two scenes in Reality Composer, one with a book image anchor and one with a horizontal plane anchor. The first scene with an image anchor has a cube attached to the top of it and the second scene built on a horizontal plane has two rings. All objects have a fixed collision. I'd like to run an animation when the rings and the cube touch. I couldn't find a way to do this in Reality Composer, so I made two attempts within the code to no avail. (I'm printing "collision started" just to test the collision code without the animation) Unfortunately, it didn't work. Would appreciate help on this.
Attempt #1:
func makeUIView(context: Context) -> ARView {
let arView = ARView(frame: .zero)
let componentBreakdownAnchor = try! CC.loadComponentBreakdown()
arView.scene.anchors.append(componentBreakdownAnchor)
let bookAnchor = try! CC.loadBook()
arView.scene.anchors.append(bookAnchor)
let ringsAnchor = try! CC.loadRings()
arView.scene.anchors.append(ringsAnchor)
// Add the componentBreakdown anchor to the scene
arView.scene.anchors.append(componentBreakdownAnchor)
let bookAnchor = try! CC.loadBook()
arView.scene.anchors.append(bookAnchor)
let ringsAnchor = try! CC.loadRings()
arView.scene.anchors.append(ringsAnchor)
let _ = ringsAnchor.scene?.subscribe(
to: CollisionEvents.Began.self,
on: bookAnchor
) { event in
print("collision started")
}
return arView
}
Attempt #2
func makeUIView(context: Context) -> ARView {
let arView = ARView(frame: .zero)
let componentBreakdownAnchor = try! CC.loadComponentBreakdown()
arView.scene.anchors.append(componentBreakdownAnchor)
let bookAnchor = try! CC.loadBook()
arView.scene.anchors.append(bookAnchor)
let ringsAnchor = try! CC.loadRings()
arView.scene.anchors.append(ringsAnchor)
// Add the componentBreakdown anchor to the scene
arView.scene.anchors.append(componentBreakdownAnchor)
let bookAnchor = try! CC.loadBook()
arView.scene.anchors.append(bookAnchor)
let ringsAnchor = try! CC.loadRings()
arView.scene.anchors.append(ringsAnchor)
arView.scene.subscribe(
to: CollisionEvents.Began.self,
on: bookAnchor
) { event in
print("collision started")
}
return arView
}
RealityKit scene
If you want to use models' collisions made in RealityKit's scene from scratch, at first you need to implement a HasCollision protocol.
Let's see what a developer documentation says about it:
HasCollision protocol is an interface used for ray casting and collision detection.
Here's how your implementation should look like if you generate models in RealityKit:
import Cocoa
import RealityKit
class CustomCollision: Entity, HasModel, HasCollision {
let color: NSColor = .gray
let collider: ShapeResource = .generateSphere(radius: 0.5)
let sphere: MeshResource = .generateSphere(radius: 0.5)
required init() {
super.init()
let material = SimpleMaterial(color: color,
isMetallic: true)
self.components[ModelComponent] = ModelComponent(mesh: sphere,
materials: [material])
self.components[CollisionComponent] = CollisionComponent(shapes: [collider],
mode: .trigger,
filter: .default)
}
}
Reality Composer scene
And here's how your code should look like if you use models from Reality Composer:
import UIKit
import RealityKit
import Combine
class ViewController: UIViewController {
#IBOutlet var arView: ARView!
var subscriptions: [Cancellable] = []
override func viewDidLoad() {
super.viewDidLoad()
let groundSphere = try! Experience.loadStaticSphere()
let upperSphere = try! Experience.loadDynamicSphere()
let gsEntity = groundSphere.children[0].children[0].children[0]
let usEntity = upperSphere.children[0].children[0].children[0]
// CollisionComponent exists in case you turn on
// "Participates" property in Reality Composer app
print(gsEntity)
let gsComp: CollisionComponent = gsEntity.components[CollisionComponent]!.self
let usComp: CollisionComponent = usEntity.components[CollisionComponent]!.self
gsComp.shapes = [.generateBox(size: [0.05, 0.07, 0.05])]
usComp.shapes = [.generateBox(size: [0.05, 0.05, 0.05])]
gsEntity.components.set(gsComp)
usEntity.components.set(usComp)
let subscription = self.arView.scene.subscribe(to: CollisionEvents.Began.self,
on: gsEntity) { event in
print("Balls' collision occured!")
}
self.subscriptions.append(subscription)
arView.scene.anchors.append(upperSphere)
arView.scene.anchors.append(groundSphere)
}
}